Interested in Runelords?


Recruitment


Hi, I'm looking to recruit 1 or 2 players for Rise of the Runelords starting in Book 2.

It would be level 5 characters starting with 10,500 gp worth of equipment. 20 point buy for ability scores with most of the official Paizo races available.

Summoners and Occult classes need not apply.


Tentative dot.

What are the other players playing? Is the alignment more goody goody, or selfish based?

Traits?

Half HD+1 as per normal?


Ray you're my favourite GM can I play with you again?

What do you have already for players in the interest of not stepping on other toes?


I'd wouldn't mind playing this, though I am currently running it. If you are OK with that, I will submit.

I always play adventures I am familiar with on the side of clueless character, making few suggestions.


I should have also specified "No evil alignments." Sorry about that. The other three players are:

• Bard with single dip in Cleric (Desna)
• Gunslinger
• Cavalier / Inquisitor

And I don't mind if you've DMed ROTRL before. Unless it becomes a problem, I'll trust folks not to abuse their fore-knowledge.

And, yes, half HD+1 at higher levels.

Also one free campaign trait along with the standard two. I'll be using the Anniversary Edition.


Ok, I'll have to figure out what flavor of melee martial to make. It looks to me like you could use that (and probably an arcane caster, but I'm not the biggest fan of those, though I do have one orphaned from another game I could set back to 5th I suppose).


Hrmmm... what are your views on 3pp? Specifically, curious about Dreamscarred Press (though split in interest between Psionics, Path of War, and Akashic Mysteries content), I'd have to say, I'm most interested in playing a character with a large toolbox, so to speak, albeit not a full-progression caster or manifester. Something like a Pathwalker Psychic Warrior, or perhaps a Vizier or Guru, probably focused on Crafting, skills, and some bare combat proficiency on a Vizier, nonlethal combat for a guru, and mobile/versatile melee for Pathwalker.

If, as is much more likely the case, 3pp is not remotely on the table, I can certainly figure out something for consideration. I've played all of three sessions or so in thr middle of book one, years ago.

Ignore the statistics in this profile; they've nothing to do with any of the ideas I've got, but will be the profile I'm going to be submitting, down the road. If you're willing to consider 3pp, and don't have access to things, I can, of course, get you what information you need.


I would prefer not to use 3PP. While, I am occasionally willing to make exceptions I sort of need to really trust the player first.


seems like we need a dedicated front line member, I think I'll whip up a ranger or something similar


I'll probably go with a dwarf fighter. Very tanky dwarf fighter of course.

Will there be downtime for crafting or do you like crafting in the first place (unlikely I can fit the crafting feat in before this level anyway).


I'm okay with crafting. But if you take the feat, then you should commit to it thematically. I usually force downtime in adventures to allow for things like crafting.


He would be a weaponsmith dwarf using a hammer as his main weapon. I do tend to go all in.


Also had a similar idea as Drbuzzard, but instead go with the forge master cleric archetype for dwarves. Not sure yet.


I am putting together a Magus.

Are ABP or Background Skills in play? I assume not but figure it's worth asking!


How about variant multiclassing? I'm thinking some sort of channeling Aasimar or human paladin or cleric, maybe with hospitalier, combined with Order of the Star Cavalier, or maybe some other kind of divinely inspired VMC. Perhaps, even, Life Oracle, and focus on being an in-your-face bruiser-y healer. Holy vindicator comes to mind, now that I think about it...

RPG Superstar 2012 Top 32

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Oh man... I'm not applying but I totally think DrB, Liz-wiz, and Yoricks should make three dwarven brothers (or two dwarves and an adopted brother) who are a fighter with the master crafter feat, a forge master cleric, and a soul forger magus! They set out to become great smith's and open their own shop and then quite unintentionally get swept up in the events of the AP...


sounds like quite the story. It was that, or duel-wield fighter, focused more on finesse than brute force. (a dex based fighter without dex to damage, *Gasp*)


Validir Rydell:

Male, Half-Elf, fighter 4, unrogue 1
Alternate Racial Traits: Dual-minded
Init +4; Senses Perception +10
--------------------
Defense
--------------------
AC: 23, touch 14, flat-footed 19[+8armor+4dex+1shield]
hp: 50 (4d10+1d8+15 )
Fort:+7
Ref: +8
Will:+6(+2vs enchantment)
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Gladius:+11 (+9/+9)
Damage: 1d6+5/+9

Ranged
Composite Longbow: +8
Damage: 1d8+2

--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 08
Base Atk +4; CMB +X; CMD X
Feats:
1- Weapon finesse, TWF
2- Weapon focus Gladius, Two weapon Defense
3- Piranha strike
4- Weapon specialization Gladius
5- Quick Draw
Traits: Defender of society(possible re-flavoring?),
Languages: common, elven, ???
--------------------
Skills: 10+4/lvl= 28
--------------------
Perception: 4
Stealth: 3
Know. History: 1
Perform(string):2
Sleight of Hand: 1
Bluff: 1
Diplomacy: 1
Swim: 2
Acrobatics: 3
Climb: 2
Ride: 1
Disable Device: 2
Know. Nobility: 1

--------------------
Gear:
--------------------
+1 gladius x2, +1 Breastplate,

Magic Items: cloak of resistance +1, work in progress

Here is my rough draft for his crunch, still have some things to finish and may change a bit here or there, but this is the main jist of it. I have an idea of how I want him to be personality wise, but I am working on making a good mesh with the background of the AP.... How likely would it be to be a "hero" of sandpoint or something of that nature?


hm... dotting for interest. Perhaps a slayer, though not sure what race yet.


This is a continuation of a previous ROTRL game that died right before finishing book 1. Myself and another player will be the only other returning heroes of Sandpoint. The rest are new recruits. This takes place 1 year after the events of the Swallowtail festival.

I'll be playing and GMing.


The group currently has one dedicated front liner. From a party balance perspective a dedicated Arcane caster would prolly be ideal...


Very interested in playing Runelords with this character... Currently is statted out with rolled stats for another submission (will know by Friday) but I would happily rework him to 20 pt buy and level 5.
Human exploiter wizard.


OK, got my submission together.

Haarold is a smith and member of the local militia from the Janderhoff Sky Citadel in Varisia. Born to a clan of dwarven smiths, he's been following along with the family business, specializing in weapon smithing (though he dabbles a bit with armor to back up his father (could be brother or whatever if someone else makes another smith). As with all other dwarves in Janderhoff, he was trained to fight with the militia that keeps the citadel safe, and since the Mindspin Mountains have plenty of giants around who would love to break in and take all their finely crafted items, he has seen no shortage of action.

Of late the giants appear to have become more active, and odd portents have begun to appear. These have gotten the clergy of Torag somewhat worked up, and they have decided to send an emissary to Magnimar to see if the rulers there know anything (as they tend to be the wisest sages around). As Haarold's family does periodic trade expeditions to Magnimar to sell their wares, Haarold was appointed the emissary, and has travelled to Magnimar. He generally stops in Sandpoint along the way as it is a convenient rest point, and he is there right now.

stats:

Haarold
Mountain dwarf fighter 5
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework, +10 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 23 (+10 armor, +2 Dex, +1 dodge, +3 shield)
hp 49 (5d10+15)
Fort +8, Ref +4, Will +2 (+1 vs. fear); +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee adamantine warhammer +11 (1d8+6/×3)
Special Attacks hatred, weapon training (hammers +1)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Base Atk +5; CMB +8; CMD 21
Feats Dodge, Master Craftsman, Power Attack, Steel Soul[APG], Weapon Focus (warhammer), Weapon Specialization (warhammer)
Traits giant slayer, seeker
Skills Acrobatics -3 (-7 to jump), Bluff -1 (+0 vs. giant subtype creatures), Climb +5, Craft (armor) +3 (+5 on checks related to metal or stone), Craft (weapons) +13 (+15 on checks related to metal or stone), Perception +9 (+11 to notice unusual stonework, +10 vs. giant subtype creatures), Sense Motive +0 (+1 vs. giant subtype creatures), Survival +4, Swim +5; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ armor training 1, mountaineer
Other Gear +1 full plate, +1 heavy steel shield, adamantine warhammer, cloak of resistance +1, handy haversack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork artisan's tools, masterwork artisan's tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 549 gp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Master Craftsman (Craft [weapons]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers

Grand Lodge

background skills?


Raltus wrote:

background skills?

No. Doesn't seem necessary.


Here is an arcane caster submission:

Cole has been a student of Thassilonian history in Magnimar for the last several years, pouring through old books and dusty maps in the local libraries. He spent a small fortune on language tutors to school him in the ancient Thassilonian language.

In addition to being an amateur historian, Cole is a wizard of a non-traditional variety. He has worked to combine his spellcasting with the new gunpowder technology that is filtering through the land. When he isn’t at the library with his nose in a book, he can be found in the workshop, tinkering with alchemy, firearms, or gunpowder innovations.

Cole Red-Hand:

Male elf gunslinger 1/wizard (spellslinger) 4
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
hp 28 (5 HD; 4d6+1d10+4)
Fort +3, Ref +6, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike +3 (1d3 nonlethal)
Ranged mwk pistol +7 (1d8/×4)
Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), grit (2)
Wizard (Spellslinger) Spells Prepared (CL 5th; concentration +10)
. . 2nd—false life, fire breath[APG] (DC 18), scorching ray
. . 1st—feather fall, mage armor, snowball (3, DC 16)
. . Opposition Schools Abjuration, Divination, Enchantment, Illusion
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 11, Int 20, Wis 14, Cha 10
Base Atk +3; CMB +3; CMD 17
Feats Gunsmithing[UC], Point-Blank Shot, Spell Focus (evocation), Spell Specialization[UM]
Traits magical knack, reactionary, scholar of the ancients
Skills:
Acrobatics +0 (-4 to jump)
Appraise +9
Bluff +4
Climb +1
Craft (alchemy) +10
Craft (weapons) +7
Handle Animal +5
Intimidate +4
Knowledge (arcana) +14
Knowledge (dungeoneering) +9
Knowledge (geography) +9
Knowledge (history) +10
Knowledge (local) +9
Knowledge (nature) +9
Knowledge (planes) +9
Knowledge (religion) +9
Linguistics +9
Perception +12
Ride +4
Spellcraft +13 (+15 to identify magic item properties)
Survival +7
Swim +1
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties

Languages Celestial, Common, Draconic, Elven, Giant, Orc, Sylvan, Thassilonian, Varisian
SQ arcane focus, arcane gun, attached, elven magic, gunsmith, mage bullets

Equipment
mwk pistol[UC],
paper cartridge[UC] (40),
beneficial bandolier[UE],
endless bandolier[UE],
headband of vast intelligence +2,
ring of protection +1,
wand of detect magic,
wand of identify (50 charges),
alchemist's fire (5),
alchemy crafting kit[APG],
backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], powder horn[UC], torch (10), trail rations (5), waterskin,
wizard starting spellbook,
184 gp, 8 sp

--------------------
Special Abilities
--------------------

Spellslinger Wizard:

Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.

Opposition Schools:
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.

Elf Racial Abilities:
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Gunslinger:
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.

Feats:
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Scorching Ray) Pick one spell and cast it as if you were higher level


Interested. I'll post a submission later today.


Here is my submission.

It's a front line warrior who is capable of healing the party efficiently in combat.

Grand Lodge

Narah Stoneshaper:

Female human sorcerer 5
LN Medium humanoid (human)
Init +2; Senses Perception +8 (+10 to notice unusual stonework)
—————
Defense
—————
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 32 (5d6+10)
Fort +4, Ref +5, Will +5
—————
Offense
—————
Speed 30 ft.
Melee spear +2 (1d8/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks tremor

Sorcerer Spells Known (CL 5th; concentration +10)

2nd (5/day)— darkvision, hideous laughter (DC 17), molten orb ACG

1st (8/day)— expeditious excavation APG, glue seal ACG, mage armor , magic missile , obscuring mist , stone fist, summon monster I

0 (at will)— daze (DC 15), detect magic , light, mage hand , prestidigitation, read magic

Bloodline Deep earth
—————
Statistics
—————
Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 20

Base Atk +2; CMB +2; CMD 14

Feats Craft Wand, Craft Wondrous Item, Empower Spell, Eschew Materials, Scribe Scroll

Traits adopted, grounded, scholar of the ancients, strength of the land

Skills Acrobatics +2 (+4 on balance-related checks), Bluff +11, Fly +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +7, Perception +8 (+10 to notice unusual stonework), Spellcraft +9, Use Magic Device +11; Racial Modifiers +2 Perception to notice unusual stonework

Languages Common, Dwarven, Thassilonian

Combat Gear potion of barkskin +2 (3), potion of neutralize poison , scroll of defensive shock, force sword, frost fall , scroll of memory lapse, shocking grasp, true strike , scroll of thunderstomp (x3) , scroll of web (x3) , wand of enlarge person (10 charges) , wand of obscuring mist (15 charges) , wand of protection from chaos (20 charges)

Other Gear crossbow bolts (10), light crossbow, spear, cloak of resistance +1 , eyes of the eagle , headband of alluring charisma +2 , bedroll, belt pouch, flint and steel, masterwork
backpack, mess kit UE, soap, spell component pouch, trail rations (5), waterskin, 51 gp, 9 sp
—————
Special Abilities
—————
Deep Earth +1 spell DC if you and your target are underground.

Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Tremor (CMB +10, 8/day) (Sp) At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus
your Charisma modifier in place of your CMB.


fluff:

Narah's parents were killed in a raid on a town that doesn't exist in Varisia anymore. She was found by
a group of Dwarves who managed to show up just in time to save the 3 lone survivors from the wreckage of the village.

All the children were taken to the Dwarves underground cave complex in the Hills of Varisia. Growing up
with Dwarven parents isn't easy at the best of times, it is especially hard when your taller than the rest
and cannot see in total darkness.

Narah discovered her latent magical powers when out with her father one day, a cave in happened, Narah was able to use her magics to keep herself and her father alive until rescue came. After this she began to train and exercise her powers, she learned to harness the power of the rock into her magic. Using it as a steadfast sorce for keeping her self grounded and the unrelenting force that could be attained to empower her spells.


Dot. I will have a character tomorrow. Been looking for runelords for a while.


Twistlok Alias for your consideration.

Slayer lvl 5


Kain has been updated with almost complete crunch, I want to wait to select my teamwork feat and order after talking to the other players if I am selected. Also, my preferred positions are posted in the alias.


Oops apologies, ignore my last post.


Updated


Like Aroden, I'm trying to get into another Runelords campaign, but this one intrigues me a bit more I think as I've been through the early Runelords AP already.

So I present you with Serolt. I am very happy to rebuild him to fifth level, but you can see his background (more important I think) and where he's heading clearly enough I think. His cat helps fill a front-line combat role, his bow helps do some damage, and of course he has a few spells to boot for buffing, control, and just a little healing. Please let me know if you have any questions or comments.

I’ve DMed and Played on these boards for a few years now and been in the D&D realm for a few decades. I’ve always been an active and supportive poster in every game. Please feel free to peruse my aliases and campaigns.

If selected, I can also help with treasure tracking if you like. I have a useful spreadsheet that I use in campaigns I'm in to help track that sort of thing so you don’t have to. You should be able to see a version of it here (link).


Thyrion Rydell:

Male, Half-Elf, fighter 4, unrogue 1
Alternate Racial Traits: Dual-minded, blended view
Init +4; Senses Perception +10
--------------------
Defense
--------------------
AC: 23, touch 14, flat-footed 19[+8armor+4dex+1shield]
hp: 50 (4d10+1d8+15 )
Fort:+7
Ref: +8
Will:+6(+2vs enchantment)
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Gladius:+11 (+9/+9)
Damage: 1d6+5/+9

Ranged
Composite Longbow: +8
Damage: 1d8+2

--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 08
Base Atk +4; CMB +X; CMD X
Feats:
1- Weapon finesse, TWF
2- Weapon focus Gladius,
3- Piranha strike, two weapon defense
4- Weapon specialization Gladius
5- Quick Draw
Traits: Defender of society(possible re-flavoring?), Monster Hunter
Languages: common, elven, Giant
--------------------
Skills: 10+4/lvl= 28
--------------------
Perception: 4
Stealth: 3
Know. History: 1
Perform(string):2
Sleight of Hand: 2
Bluff: 1
Diplomacy: 1
Swim: 2
Acrobatics: 3
Climb: 2
Ride: 1
Disable Device: 2
Know. Nobility: 1

--------------------
Gear:
--------------------
+1 gladius x2, +1 Breastplate, 40 arrows,

Magic Items: cloak of resistance +1, Ring of Sustenance,

Potions: 10 CLW potions

Misc Items: MwK Backpack, belt pouch, flint and steel, waterskin x2, crowbar, 150ft silk rope, grappling hook, in progress

background:

Thyrion was born the son of a noble by name of Valdir Rydell. However He never took to the courtly nor arcane ways like his brothers did. He had always been the black sheep of the family. Thyrion spent far more time running around the streets and woods near the city than he did learning the things his father sought to teach him. Often to the ire of his father, who on many occasion paid for a tutor for the lad. Only to have one of two things happen, the tutor would eventually quit, unable to put of with Thyrions antics, or Thryion would simply always manage to disappear during the lessons because they were boring. Eventually, his father gave in and in an attempt to direct the Lads more than ample energy hired a well known swordsman to teach the boy. This worked and Thyrion took to the blade faster than any of his 3 brothers had taken to the arcane ways, and even faster than his 2 sisters had to the courtesan ways. The next 7 years saw Thyrion hone his abilites, and, eventually his leaving the family home to become a wandering blade like his Master had been before. He took all sorts of dangerous jobs involving strange beasts lurking in the shadows of villages, or more mundane, but nevertheless dangerous jobs to get rid of local bandits bothering towns. Eventually his travels lead him to sandpoint, where he heard of a band of"heroes" working in the area. Intrigued, and with no good leads on any dangerous beasts he decided to try and track them down.

Thyrion is a happy go lucky type. He enjoys the thrill of battle more than the hunt, even more so when his abilities are tested to their limits. As he says, he could go home and live the luxurious life of a noble, and be bored to the end of his days. Or, he could roam the lands, and ever enjoy the exhilaration of combat, while doing some good to boot. He is a smart man, however he prefers to tackle things head on when possible, not keen on thinking as much as doing. However, he has taken to enjoy a good debate and often will actively seek to participate in any debate about a matter he has an opinion on. Some might call his lifestyle crazy, but to Thyrion, its the best- the only, way to truly live. To him, a fight is nothing but fun, death, something that may one day come, but to him that makes life even more exhilarating. The knowledge that any one day might be his last, drives him to enjoy each day to his best ability. Despite all this however, He tends to be shy around women, even though they often enjoy hearing his tales.

Here is an updated version of my submission. He still has a few things left to do, like finish his purchases, but other than that he is pretty much done.


OK, I went ahead and updated my alias for this campaign. I think I followed all the rules, but if there's anything 'off' please let me know and I'll fix it up right away. Thanks!

Oh, when will you be making your decision?


I had realized i wasn't quite set on any of the ideas I'd already had, came at it from a fresh player's perspective for the AP and settled on a gnomish Iroran paladin, with the faith-focused campaign trait (I can't remember the name off the top of my head), but I just can't seem to come up with a reasonable way to tie myself in with current party. I'll still make up a post tomorrow, with crunch, and consider fluff avenues, but I'm not entirely sure, at this point.


Crunch for Davin Solaar:

Male, half-elf Cleric 5
NG, FCB: +1/3 damage dealt/healed form channel energy
Alternate Racial Trait: Dual-minded
Init +1; Senses Perception +X
--------------------
Defense
--------------------
AC: 21, touch 11, flat-footed 19[+7Armor+1dex+2shield]
hp: 38(5d8+10)
Fort: +8
Ref: +5
Will: +12 +2 vs enchantments
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Ranged
Light Crossbow: +4
Damage: 1d8

--------------------
Magic
--------------------
Domains: Healing(restoration), Protection(defense)
0th level Spells:
Spark
Create Water
Purify food and drink
Mending

1st level Spells: 5+1/level
Burning Disarm-3
Shield-1 (domain spell)
Open- 1
Doom-1

2nd level Spells: 3+1/level
Protection from Evil(communal)-1
Spiritual Weapon-1
Shield Other-1 (domain spell)
Open-1

3rd level Spells: 2+1/level
Open-1
Dispel magic-1
Cure Serious wounds- 1 (domain spell)

--------------------
Statistics
--------------------
Str 08, Dex 12, Con 14, Int 12, Wis 20, Cha 14
Base Atk +3; CMB +X; CMD X
Feats:
1- Selective Channel
3- Extra Channel
5- Scribe Scroll
Traits:
Languages:

--------------------
Skills: 3/level
--------------------
Know. Religion: 2
Know. Planes: 2
Know. Arcana: 2
Know. History: 2
Spellcraft: 3
Diplomacy: 3
Sense Motive: 2
Heal: 1

--------------------
Gear:
--------------------
+1 Breastplate, +1 heavy steel shield, Light crossbow, 40 bolts

Headband of Wisdom +2, Ring of sustenance,

Scrolls: in progress

Misc Items: MwK backpack, belt pouch, waterskin, sunrod (3), 150ft silk rope, grappling hook, torch(5), Silver holy symbol,

Ithink I may swap to a cleric, it seems a dedicated healer/buffer/protector could be used, and I have long wanted to try out my "pacifist" cleric, who mainly focuses on disarming the enemy, healing allies, and or buffing them should healing not be needed. Pretty utility spell wise after 1st level spells, with a smattering of damage dealing ones. Also heavy on protecting those important party members with shield other up most of the fights.


Árpád Domonkos wrote:
I had realized i wasn't quite set on any of the ideas I'd already had, came at it from a fresh player's perspective for the AP and settled on a gnomish Iroran paladin, with the faith-focused campaign trait (I can't remember the name off the top of my head), but I just can't seem to come up with a reasonable way to tie myself in with current party. I'll still make up a post tomorrow, with crunch, and consider fluff avenues, but I'm not entirely sure, at this point.

Any good reason for being in Sandpoint and helping out in a murder investigation should prolly be good enough for starters. This prolly works better for those of good alignments or with ties to some of the major NPCs.


That's fair enough. Hopefully, I'll be home in time to get something up before selections are made. I slept in later than I expected, and am working all day.


Here's my submission. The fluff is of course open to alterations if it steps on the canon too much. I'll move it over to an Alias if selected.


I, uh... I changed my mind again.That said, this is my final idea, and my actual submission. Sorry for the flip-flopping, but when I saw the feat

Bladed Rush:
Bladed Brush (Combat)
You know how to balance a polearm perfectly, striking with artful, yet deadly precision.
Prerequisites: Weapon Focus (glaive), must be a worshiper of Shelyn.
Benefit: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized for you, even though it isn’t a light weapon. When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).
As a move action, you can shorten your grip on the glaive, treating it as though it lacked the reach weapon property. You can adjust your grip to grant the weapon the reach property as a move action.
from Paths of the Righteous, I got this idea for a Shelynite control magus, weaving trips in with regular attacks, dancing across the battlefield, and pretty much making a day of it. I'd like to use a Black Blade Glaive, with the bladebound archetype (since the feat lets you treat glaives as a one-handed piercing/slashing melee weapon), but if you don't feel that that is kosher, I certainly understand. I'm not sure if you'd have a specific idea regarding the Black Blade's ego, theme, and such, but I figured, specialized even within black blades as it is, it'd be one of few, and a "gift from shelyn", at the very least, in the eyes of Iriesys.


Careful there Iriesys, might be a DM call as you say. There's a current thread (link) very much arguing whether what you want to do is in fact legal. I tend to think it is, but it is up in the air based on the wording.

If it is legal, it's very, very cool... :)


I hadn't even considered that it might be up in the air. To me, "treat x as y" is pretty clear, and since you can wield one-handed weapons in one hand, I assumed it allowed you to do so. I agree, however, that it's definitely a DM call there, I just don't see the angle that they apparently see.


Honestly I wouldn't have a problem with it if it were my game. It's not anything worse than a whip magus, and the whip magus threatens more space. Besides, it sounds awesome as hell.


Yeah. I'd allow it in my games too, because it does sound awesome and doesn't feel unbalanced. I like the graphic in my head too! :D


Thanks for all the interest and the submissions. I appreciate it. Unfortunately I only have room for two. So without further ado, the following players are invited:

• Serolt (Euan)
• Amaya (YoricksRequiem)

This is the game thread.


Ah well. I realized that, between Yorick and I, he certainly had a much stronger submission for the same general role I'd intended.


Good luck folks. Very sad to not be selected but i wish you well.

Some day I will get to run Runelords

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